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GUERRILLA DESIGN &
RESEARCH METHODS
OCTOBER 5, 2016 - AMUSE CONFERENCE
TRADITIONAL RESEARCH
COSTS TENS OF THOUSANDS
OF DOLLARS.
They, from “That’s what they say”
TRUE OR FALSE
TRUE
WE DON’T HAVE THE TIME OR
BUDGET FOR RESEARCH.
They, from “That’s what they say”
TRUE OR FALSE
FALSE
WE DON’T HAVE ACCESS TO
USERS.
They, from “That’s what they say”
TRUE OR FALSE
WE ARE OUR USERS.
They, from “That’s what they say”
TRUE OR FALSE
WE KNOW WHAT OUR USERS
WANT/NEED.
They, from “That’s what they say”
TRUE OR FALSE
FALSE
WE DON’T HAVE THE TALENT/
SKILL TO PERFORM
RESEARCH.
They, from “That’s what they say”
TRUE OR FALSE
FALSE
GUERRILLA DESIGN & RESEARCH METHODS
AND SO MANY OTHER GREAT REASONS…
▸ Yeah, but this study will delay our launch date.
▸ Yeah, but we already know what the problems are.
▸ Yeah, but aren’t our designers supposed to know
what people need? They’re the experts.
▸ Yeah but we can’t learn much from only five
participants.
▸ Yeah, but we just want to launch and see if it sticks.
We’ll fix it later.
(Courtesy of Tomer Sharon author of “It’s Our Research” | @tsharon)
GUERRILLA DESIGN & RESEARCH METHODS
AND SO MANY OTHER GREAT REASONS…
▸ Yeah, but we can’t pay that much for this.
▸ Yeah, but our product managers already do
interviews and look at analytics.
▸ Yeah, but A/B testing gives us all the answers we
need.
▸ Yeah, but how statistically significant is a study with
five participants?
▸ Yeah, but can’t we run a quick study with internal
users instead?
(Courtesy of Tomer Sharon author of “It’s Our Research” | @tsharon)
GUERRILLA DESIGN & RESEARCH METHODS
AND SO MANY OTHER GREAT REASONS…
▸ Yeah, but research sounds to academic.
▸ Yeah, but Market Research already answered our
questions.
(Courtesy of Tomer Sharon author of “It’s Our Research” | @tsharon)
DEFINITION: GUERRILLA
OCTOBER 5, 2016 - AMUSE CONFERENCE
Image source © Time, Inc.
DEFINITION: GUERRILLA
JAY CONRAD LEVINSON
It is a body of unconventional ways of
pursuing conventional goals. It is a
proven method of achieving profits
with minimum money.
gaining insights
“
GUERRILLA METHODS ARE FASTER, LESS
RIGOROUS, LESS EXPENSIVE VERSIONS OF
THEIR NON-GUERRILLA COUSINS. THEY OFFER
AN ACCEPTABLE TRADE-OFF BETWEEN RIGOR
AND COST-EFFECTIVE TECHNIQUES.
Russ Unger & Todd Zaki Warfel
DEFINITION: GUERRILLA
THERE WILL BE
RESISTANCE
THIS IS GREAT, HOWEVER…
I CAN’T MAKE MULTI-MILLION
DOLLAR DECISIONS BASED ON
INFORMATION FROM 8-12 PEOPLE.
Todd’s Client (a big telco & media company)
DEFINITION: GUERRILLA
THIS IS ABOUT POINTS OF DATA.
NOT NUMBER OF PEOPLE.
CHANGE THE ARGUMENT
DEFINITION: GUERRILLA
JARED SPOOL
We look for what we call

the point of least astonishment.
“
Image source Center Centre
DEFINITION: GUERRILLA
LEISA REICHELT
For me, this means testing in the field
with a minimum of time, budget and
fuss so that this kind of activity and the
insight it provides is available to pretty
much any client/budget/timeframe.
“
Photo by Tim Duckett
DEFINITION: GUERRILLA
GINNY REDISH
Many of our current ethnographic
methods were once considered
guerrilla.
“
THE DIFFERENCE
OCTOBER 5, 2016 - AMUSE CONFERENCE
Image source © Time, Inc.
THE DIFFERENCE
TRADITIONAL DESIGN & RESEARCH METHODS
▸ Provides the ability to inform design
▸ Uncovers how users think and behave
▸ Validates assumptions / removes bias
▸ Shows the difference between intention and reality
▸ Provides direction and data instead of opinion or
speculation
Image source © Time, Inc.
THE DIFFERENCE
GUERRILLA DESIGN & RESEARCH METHODS
▸ Faster
▸ Lower-cost
▸ Less effort
▸ Providing sufficient insight to make informed
decisions
▸ Just enough rigor to determine that a problem
exists
Image source © Time, Inc.
THE DIFFERENCE
GUERRILLA DESIGN & RESEARCH METHODS
▸ Have a time and a place
▸ Have a purpose
▸ Won’t replace traditional research methods
Image source © Time, Inc.
SOME GOOD RESEARCH IS
BETTER THAN NONE AT ALL.
Russ Unger & Todd Zaki Warfel
DEFINITION: GUERRILLA
EXAMPLES
OCTOBER 5, 2016 - AMUSE CONFERENCE
Image source © Time, Inc.
GUERRILLA DESIGN & RESEARCH METHODS EXAMPLES
EXAMPLES WE’LL DISCUSS
▸ Man on the Street
▸ Burrito Lunch
▸ User / Browser Role Playing
▸ Site Map Workshop
▸ Participatory Design
▸ A/B Testing
▸ Unmoderated Testing
▸ Remote Usability Testing
▸ Empathy Maps
▸ Design the Box
▸ Design Studio
▸ ...and there are so many
more
MAN ON THE STREET
Image source © Time, Inc.
BURRITO LUNCH
Image source awkwardfamilyphotos.com
BROWSER ROLE PLAY
Courtesy of Stephen P. Anderson
SITE MAP WORKSHOP
PARTICIPATORY DESIGN
A:B TESTING
50% higher conversion
GUERRILLA DESIGN & RESEARCH METHODS EXAMPLES
A:B TESTING TOOLS
▸ Performable
▸ Optimizely
▸ NinjaButton
▸ KISSmetrics
▸ Verster
▸ Modesty
▸ Omniture
▸ Website Optimizer
▸ A:B Theme Testing Plugin
for WordPress
▸ Visual Website Optimizer
▸ Unbounce
UNMODERATED TESTING
REMOTE TESTING
REMOTE TESTING
GUERRILLA DESIGN & RESEARCH METHODS EXAMPLES
REMOTE & UNMODERATED TESTING RESOURCES
▸ Glance.net
▸ WebEx
▸ Ethnio
▸ ReFramer
▸ Loop11
▸ OpenHallway
▸ UserFocus
▸ SilverBack
▸ UsabilityTest.com
▸ Survs
▸ SurveyMonkey
▸ Skype
▸ ABTests.com
▸ OptimalSort
▸ Userlytics
▸ Google Website Optimizer
▸ UserZoom
▸ ...and Countless Others
EMPATHY MAPS
DESIGN THE BOX
VIDEO DEMOS
THE WORK PART
OCTOBER 5, 2016 - AMUSE CONFERENCE
THE WORK PART
TODAY’S AGENDA
▸ Define Audience & Goals
▸ Identify Primary User Path
▸ Design Application
▸ Perform Usability Testing
▸ Share Findings
THE WORK PART
THE PROJECT: HOTEL CHECK IN & CHECK OUT APP
▸ People want to check-in & check-out of rooms
▸ System should manage room-based expenses
▸ System should function with or without a device
▸ Concierge-like service options
THE WORK PART
THIS IS HOW WE DO IT
▸ Create a Team Poster
▸ Create Empathy Map
▸ Generate User Flow
▸ Design Studio
▸ Recruiting and Testing
▸ Present Findings
DEFINE USER(S)
DEFINE FLOW
THE WORK PART
THE PROJECT: HOTEL CHECK IN & CHECK OUT APP
▸ People want to check-in & check-out of rooms
▸ System should manage room-based expenses
▸ System should function with or without a device
▸ Concierge-like service options
DESIGN STUDIO
THE WORK PART
SAMPLE EXERCISE: EMAIL FOR GRANDMA
THE WORK PART
THE PROJECT: HOTEL CHECK IN & CHECK OUT APP
▸ People want to check-in & check-out of rooms
▸ System should manage room-based expenses
▸ System should function with or without a device
▸ Concierge-like service options
THE WORK PART
SOME RULES OF CRITIQUE
▸ Do treat each other with respect – remember your idea is next
▸ Do encourage and embrace the craziness
▸ Do keep on track – time is limited
▸ Do get new ideas on paper – write, draw, scribble
▸ Do build on the ideas of others
▸ Do question the design
▸ Don’t judge or shoot down ideas based on your preferences
▸ Don’t talk over each other – everyone has a voice
▸ Don’t be a jackass!
(Courtesy of Bennett King | Konrad & King)
THE WORK PART
THE PROJECT: HOTEL CHECK IN & CHECK OUT APP
▸ People want to check-in & check-out of rooms
▸ System should manage room-based expenses
▸ System should function with or without a device
▸ Concierge-like service options
USABILITY TESTING
THE WORK PART
USABILITY TESTING - INTRODUCTION
Hi, my name is Russ, and I would like to ask for your help in testing
an application that I am building. In exchange for a few minutes of
your time, I will give you some of this delicious candy that I have!
I want to let you know that we are testing this application that
I have sketched, and NOT YOU; you are helping us, and any
feedback you have for us helps us, if it is positive or negative!
We will record this session, however we will not be recording your
face, so please do not worry about that.
Do you have any questions? Great! Let’s start!
THE WORK PART
USABILITY TESTING - TASKS
▸ How would you check-in to a hotel room using this “screen”?
▸ What do you think happens on the screen when you do that?
▸ <show next screen>
▸ How does this compare to what you expected to see on the
screen?
USABILITY TESTING
FIND SOME PEOPLE
AND TEST YOUR APP!
RETURN BY: 15:45
GET OUT OF THE BUILDING!
TEAM NAME
TEAM NAME
TEAM NAME
TEAM NAME
TEAM NAME
TEAM NAME
DESIGN THE BOX
WHAT WE LEARNED
OCTOBER 5, 2016 - AMUSE CONFERENCE
WHAT WE LEARNED
GUERRILLA METHODS…
▸ Have a time and a place
▸ Have a purpose
▸ Won’t replace traditional/non-guerrilla methods
▸ Some good research is better than none
WHAT WE LEARNED
ALSO…
▸ Faster
▸ Lower-cost
▸ Less effort
▸ Providing sufficient insight to make informed decisions
▸ Just enough rigor to determine that a problem exists
WHAT WE LEARNED
GET A LOT DONE IN A LITTLE BIT OF TIME
▸ Unified Direction About Users
▸ High-Level Requirements Validation
▸ Team Consensus and Collaboration
▸ Results from a Limited Set of Users
▸ No Lab Required
THANK YOU!
OCTOBER 5, 2016 - AMUSE CONFERENCE

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Guerrilla Design & Research Methods - Amuse Conference

  • 1. GUERRILLA DESIGN & RESEARCH METHODS OCTOBER 5, 2016 - AMUSE CONFERENCE
  • 2. TRADITIONAL RESEARCH COSTS TENS OF THOUSANDS OF DOLLARS. They, from “That’s what they say” TRUE OR FALSE
  • 4. WE DON’T HAVE THE TIME OR BUDGET FOR RESEARCH. They, from “That’s what they say” TRUE OR FALSE
  • 6. WE DON’T HAVE ACCESS TO USERS. They, from “That’s what they say” TRUE OR FALSE
  • 7. WE ARE OUR USERS. They, from “That’s what they say” TRUE OR FALSE
  • 8. WE KNOW WHAT OUR USERS WANT/NEED. They, from “That’s what they say” TRUE OR FALSE
  • 10. WE DON’T HAVE THE TALENT/ SKILL TO PERFORM RESEARCH. They, from “That’s what they say” TRUE OR FALSE
  • 11. FALSE
  • 12. GUERRILLA DESIGN & RESEARCH METHODS AND SO MANY OTHER GREAT REASONS… ▸ Yeah, but this study will delay our launch date. ▸ Yeah, but we already know what the problems are. ▸ Yeah, but aren’t our designers supposed to know what people need? They’re the experts. ▸ Yeah but we can’t learn much from only five participants. ▸ Yeah, but we just want to launch and see if it sticks. We’ll fix it later. (Courtesy of Tomer Sharon author of “It’s Our Research” | @tsharon)
  • 13. GUERRILLA DESIGN & RESEARCH METHODS AND SO MANY OTHER GREAT REASONS… ▸ Yeah, but we can’t pay that much for this. ▸ Yeah, but our product managers already do interviews and look at analytics. ▸ Yeah, but A/B testing gives us all the answers we need. ▸ Yeah, but how statistically significant is a study with five participants? ▸ Yeah, but can’t we run a quick study with internal users instead? (Courtesy of Tomer Sharon author of “It’s Our Research” | @tsharon)
  • 14. GUERRILLA DESIGN & RESEARCH METHODS AND SO MANY OTHER GREAT REASONS… ▸ Yeah, but research sounds to academic. ▸ Yeah, but Market Research already answered our questions. (Courtesy of Tomer Sharon author of “It’s Our Research” | @tsharon)
  • 15. DEFINITION: GUERRILLA OCTOBER 5, 2016 - AMUSE CONFERENCE Image source © Time, Inc.
  • 16. DEFINITION: GUERRILLA JAY CONRAD LEVINSON It is a body of unconventional ways of pursuing conventional goals. It is a proven method of achieving profits with minimum money. gaining insights “
  • 17. GUERRILLA METHODS ARE FASTER, LESS RIGOROUS, LESS EXPENSIVE VERSIONS OF THEIR NON-GUERRILLA COUSINS. THEY OFFER AN ACCEPTABLE TRADE-OFF BETWEEN RIGOR AND COST-EFFECTIVE TECHNIQUES. Russ Unger & Todd Zaki Warfel DEFINITION: GUERRILLA
  • 18. THERE WILL BE RESISTANCE THIS IS GREAT, HOWEVER…
  • 19. I CAN’T MAKE MULTI-MILLION DOLLAR DECISIONS BASED ON INFORMATION FROM 8-12 PEOPLE. Todd’s Client (a big telco & media company) DEFINITION: GUERRILLA
  • 20. THIS IS ABOUT POINTS OF DATA. NOT NUMBER OF PEOPLE. CHANGE THE ARGUMENT
  • 21. DEFINITION: GUERRILLA JARED SPOOL We look for what we call
 the point of least astonishment. “ Image source Center Centre
  • 22. DEFINITION: GUERRILLA LEISA REICHELT For me, this means testing in the field with a minimum of time, budget and fuss so that this kind of activity and the insight it provides is available to pretty much any client/budget/timeframe. “ Photo by Tim Duckett
  • 23. DEFINITION: GUERRILLA GINNY REDISH Many of our current ethnographic methods were once considered guerrilla. “
  • 24. THE DIFFERENCE OCTOBER 5, 2016 - AMUSE CONFERENCE Image source © Time, Inc.
  • 25. THE DIFFERENCE TRADITIONAL DESIGN & RESEARCH METHODS ▸ Provides the ability to inform design ▸ Uncovers how users think and behave ▸ Validates assumptions / removes bias ▸ Shows the difference between intention and reality ▸ Provides direction and data instead of opinion or speculation Image source © Time, Inc.
  • 26. THE DIFFERENCE GUERRILLA DESIGN & RESEARCH METHODS ▸ Faster ▸ Lower-cost ▸ Less effort ▸ Providing sufficient insight to make informed decisions ▸ Just enough rigor to determine that a problem exists Image source © Time, Inc.
  • 27. THE DIFFERENCE GUERRILLA DESIGN & RESEARCH METHODS ▸ Have a time and a place ▸ Have a purpose ▸ Won’t replace traditional research methods Image source © Time, Inc.
  • 28. SOME GOOD RESEARCH IS BETTER THAN NONE AT ALL. Russ Unger & Todd Zaki Warfel DEFINITION: GUERRILLA
  • 29. EXAMPLES OCTOBER 5, 2016 - AMUSE CONFERENCE Image source © Time, Inc.
  • 30. GUERRILLA DESIGN & RESEARCH METHODS EXAMPLES EXAMPLES WE’LL DISCUSS ▸ Man on the Street ▸ Burrito Lunch ▸ User / Browser Role Playing ▸ Site Map Workshop ▸ Participatory Design ▸ A/B Testing ▸ Unmoderated Testing ▸ Remote Usability Testing ▸ Empathy Maps ▸ Design the Box ▸ Design Studio ▸ ...and there are so many more
  • 31. MAN ON THE STREET Image source © Time, Inc.
  • 32. BURRITO LUNCH Image source awkwardfamilyphotos.com
  • 33. BROWSER ROLE PLAY Courtesy of Stephen P. Anderson
  • 37. GUERRILLA DESIGN & RESEARCH METHODS EXAMPLES A:B TESTING TOOLS ▸ Performable ▸ Optimizely ▸ NinjaButton ▸ KISSmetrics ▸ Verster ▸ Modesty ▸ Omniture ▸ Website Optimizer ▸ A:B Theme Testing Plugin for WordPress ▸ Visual Website Optimizer ▸ Unbounce
  • 41. GUERRILLA DESIGN & RESEARCH METHODS EXAMPLES REMOTE & UNMODERATED TESTING RESOURCES ▸ Glance.net ▸ WebEx ▸ Ethnio ▸ ReFramer ▸ Loop11 ▸ OpenHallway ▸ UserFocus ▸ SilverBack ▸ UsabilityTest.com ▸ Survs ▸ SurveyMonkey ▸ Skype ▸ ABTests.com ▸ OptimalSort ▸ Userlytics ▸ Google Website Optimizer ▸ UserZoom ▸ ...and Countless Others
  • 45. THE WORK PART OCTOBER 5, 2016 - AMUSE CONFERENCE
  • 46. THE WORK PART TODAY’S AGENDA ▸ Define Audience & Goals ▸ Identify Primary User Path ▸ Design Application ▸ Perform Usability Testing ▸ Share Findings
  • 47. THE WORK PART THE PROJECT: HOTEL CHECK IN & CHECK OUT APP ▸ People want to check-in & check-out of rooms ▸ System should manage room-based expenses ▸ System should function with or without a device ▸ Concierge-like service options
  • 48. THE WORK PART THIS IS HOW WE DO IT ▸ Create a Team Poster ▸ Create Empathy Map ▸ Generate User Flow ▸ Design Studio ▸ Recruiting and Testing ▸ Present Findings
  • 51. THE WORK PART THE PROJECT: HOTEL CHECK IN & CHECK OUT APP ▸ People want to check-in & check-out of rooms ▸ System should manage room-based expenses ▸ System should function with or without a device ▸ Concierge-like service options
  • 53. THE WORK PART SAMPLE EXERCISE: EMAIL FOR GRANDMA
  • 54. THE WORK PART THE PROJECT: HOTEL CHECK IN & CHECK OUT APP ▸ People want to check-in & check-out of rooms ▸ System should manage room-based expenses ▸ System should function with or without a device ▸ Concierge-like service options
  • 55. THE WORK PART SOME RULES OF CRITIQUE ▸ Do treat each other with respect – remember your idea is next ▸ Do encourage and embrace the craziness ▸ Do keep on track – time is limited ▸ Do get new ideas on paper – write, draw, scribble ▸ Do build on the ideas of others ▸ Do question the design ▸ Don’t judge or shoot down ideas based on your preferences ▸ Don’t talk over each other – everyone has a voice ▸ Don’t be a jackass! (Courtesy of Bennett King | Konrad & King)
  • 56. THE WORK PART THE PROJECT: HOTEL CHECK IN & CHECK OUT APP ▸ People want to check-in & check-out of rooms ▸ System should manage room-based expenses ▸ System should function with or without a device ▸ Concierge-like service options
  • 58. THE WORK PART USABILITY TESTING - INTRODUCTION Hi, my name is Russ, and I would like to ask for your help in testing an application that I am building. In exchange for a few minutes of your time, I will give you some of this delicious candy that I have! I want to let you know that we are testing this application that I have sketched, and NOT YOU; you are helping us, and any feedback you have for us helps us, if it is positive or negative! We will record this session, however we will not be recording your face, so please do not worry about that. Do you have any questions? Great! Let’s start!
  • 59. THE WORK PART USABILITY TESTING - TASKS ▸ How would you check-in to a hotel room using this “screen”? ▸ What do you think happens on the screen when you do that? ▸ <show next screen> ▸ How does this compare to what you expected to see on the screen?
  • 61. FIND SOME PEOPLE AND TEST YOUR APP! RETURN BY: 15:45 GET OUT OF THE BUILDING!
  • 62.
  • 70. WHAT WE LEARNED OCTOBER 5, 2016 - AMUSE CONFERENCE
  • 71. WHAT WE LEARNED GUERRILLA METHODS… ▸ Have a time and a place ▸ Have a purpose ▸ Won’t replace traditional/non-guerrilla methods ▸ Some good research is better than none
  • 72. WHAT WE LEARNED ALSO… ▸ Faster ▸ Lower-cost ▸ Less effort ▸ Providing sufficient insight to make informed decisions ▸ Just enough rigor to determine that a problem exists
  • 73. WHAT WE LEARNED GET A LOT DONE IN A LITTLE BIT OF TIME ▸ Unified Direction About Users ▸ High-Level Requirements Validation ▸ Team Consensus and Collaboration ▸ Results from a Limited Set of Users ▸ No Lab Required
  • 74. THANK YOU! OCTOBER 5, 2016 - AMUSE CONFERENCE